Gift exchange and trading game

ABSTRACT

This game is a method for playing this gift or item exchange game at a party or other gathering, for the purpose of enhancing the enjoyment and interaction of the participants, while exchanging gifts or trading items. The game is played with Turn Cards, Trader Cards, and Block Cards. The turn cards establish the order of play, the trader cards instruct a player through predetermined instructions to select an unclaimed item which concludes the turn. The trader card may instruct the player to select a turn card or claimed item from a targeted player. The targeted player may then give up the turn card or claimed item, or may request a block card with predetermined instructions to prevent the player from taking the targeted player&#39;s turn card or claimed item. A turn is completed when a player selects an unclaimed item. The game ends when no unclaimed items remain.

CROSS-REFERENCES TO RELATED APPLICATIONS

Not applicable.

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to games as they pertain to gift exchanges among a plurality of players.

2. Description of the Related Art.

The prior are for gift exchange games commonly known as White Elephant, Dirty Santa, Yankee Trader, or Chinese Gift Exchange allow for the taking of gifts from other players. However, this game contains a method for increased participant interaction through various trading opportunities with targeted players. The prior art is limited in the manner in which a player may protect his or her item or turn card, thus providing more interaction and participation.

BRIEF SUMMARY OF THE INVENTION

It is the object of this present invention to enhance the enjoyment and interaction of the participants while exchanging gifts or trading items. Persons knowledgeable in the art of playing this game will notice a similarity to a gift exchange game commonly known as White Elephant, Dirty Santa, Yankee Trader, or Chinese Gift Exchange, however, this parlor game contains a method for increased participant interaction. This method allows for any sort of gift or item exchange.

The preferred method of this invention calls for 6 to 24 players. The Host is the organizer of the game and instructs players on what type of item or gift to bring. The Ringmaster, who may or may not be a player, facilitates play and order of the game. Players are the person or persons playing the game. Players may be individuals or groups depending on the rules the Host provides. Each player must bring a gift or item for exchange.

Game play begins with all players gathering around the wrapped items or gifts. The Ringmaster provides every player with a turn card and instructs the players to keep the turn card secret. The player with the first turn card gives the card to the Ringmaster who then selects and reads a trader card for the player. The player, now referred to as a Trader, must comply with the instructions on the trader card. The Trader card instructions are in the form of two categories. The first category requires the player to take an item and open it. After this action is taken, the turn is over and the player with the next sequential turn card gives the card to the Ringmaster.

The second category in the trader card instructions require the Trader to take a turn card or item from another player based on variety of different situations. This other player is referred to as the targeted player. In this situation, the targeted player has two options, forfeit the item or turn card to the Trader or institute a block challenge. If the targeted player forfeits the turn card or item, the targeted player becomes the Trader. In the instance of a block challenge, the targeted player requests a block card from the Ringmaster. The instructions on the block card provide a challenge either to the targeted player or a competition with the trader. If the Trader wins the block or challenge, then the Trader takes the targeted player's item or turn card. If the targeted player wins the block or challenge, the targeted player retains the item or turn card. The loser of the challenge or block continues the turn as the Trader.

Once a Trader is determined, through forfeiture of the item or turn card, or through losing the challenge or block, the trader then has three options. The Trader may take a turn card or item from another player, may request a trader card, or take an unclaimed item. The turn continues as described above.

The game ends once all players have an item. In an alternative ending, once all the items are claimed, the player who opened the first item may return the item the player is holding. If the player declines to do that, the game ends. If the player elects to return the item, the player may then take an item from another player; however that targeted player may block the trader. Play shall continue until the remaining unclaimed item is claimed.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 discloses a Turn Card showing the front and back of the card.

FIG. 2 discloses a Trader Card showing the front and back of the card.

FIG. 3 discloses a Block Card showing the front and back of the card.

FIG. 4 discloses the preferred method of game play.

DETAILED DESCRIPTION OF THE INVENTION

The present invention is comprised of four cards: turn card, trader card, block card, and a host card. FIG. 1 shows the preferred embodiment of the turn card. The turn card comprises a turn card front 1 and a turn card back 3. Printed on the turn card front 1 is turn card text 2 which identifies the card as a turn card. The turn card text may come in a variety of different texts and may contain numerous graphical and/or artful representations. Printed on the turn card back 3 are turn card instructions 4. Turn card instructions 4 are discussed in detail further in the specification.

FIG. 2 shows the preferred embodiment of the trader card. The trader card comprises a trader card front 5 and a trader card back 7. Printed on the trader card front 5 is trader card text 6 which identifies the card as a trader card. The trader card text may come in a variety of different texts and may contain numerous graphical and/or artful representations. Printed on the trader card back 7 are trader card instructions 8. Trader card instructions 8 are discussed in detail further in the specification.

FIG. 3 shows the preferred embodiment of the block card. The block card comprises a block card front 9 and a block card back 11. Printed on the block card front 9 is block card text 10 which identifies the card as a block card. The block card text 10 may come in a variety of different texts and may contain numerous graphical and/or artful representations. Printed on the block card back 11 are block card conditional markings 12. Block card conditional markings 12 are discussed in detail further in the specification.

The host cards are trader and block cards on which the host may write his or her own trade card instructions and/or block card conditional markings to personalize the game for his or her particular gaming group.

In the preferred embodiment, the turn, trader, block and host cards are produced of materials commonly used to produce poker or bridge playing cards and of a similar size and shape. The format would also be similar with art work on the back of each deck of cards and the Turn number, Trader instructions, or Block instructions on the corresponding faces of the cards. In an alternative embodiment, the turn, trader, and block cards may be designed in a variety of shapes and sizes and/or with a variety of materials. In further alternative embodiments the use of cards may be substituted with other devises or electronic images that are compatible with the process, format, and methods of the game as described herein.

In describing the preferred embodiment, it necessary to define the individuals necessary for operation of the game. The host is the individual whom invites everyone to play according to the method described herein. The host can customize the game to fit the party. The players are the individuals playing the game which may include the host. The preferred method is recommended for six to twenty-four players—ages 10 to 110. Larger groups enable more interaction among the players and increase the fun. Younger players may need assistance. The term player may encompass a couple or group of individuals playing as a team. The trader is defined as the player trying to take a turn card or an item from another player or selecting an item from the center of the room. A targeted player is the player the trader is seeking to obtain a turn card or item from.

The Ringmaster manages all of the game cards and guides the players and ensures the orderly progression of each turn. As final arbiter of disputes, the Ringmaster should be fair-minded and familiar with the rules. Furthermore, the Ringmaster sits where he can easily manage the game; calls the first trader of each turn by order of the turn cards; keeps track of the turn; draws and reads the trader and block cards as needed; should be positive, enthusiastic and engaging; and judges whether or not a player has successfully completed the instructions given on the trade and block cards. The Ringmaster may participate as a player and/or trader.

An additional component to the invention disclosed herein is items. In the preferred embodiment, gifts are most common, but the game can be played using anything tradable. For example, the host may select a particular source of items, or set a theme such as art, books, collectibles, food, games, garage sale items, household items, movies, party favors, prank or gag items, recipes, seasonal gifts, sports items, toys, traditional “white elephant” gifts, etc. The host may set a price range or limit for the items or he may alert his guests that there is no limit. In the preferred embodiment, the items are wrapped or otherwise disguised from identification.

Referring back to FIG. 1, the turn cards determine the order of play. Each player receives one turn card at the beginning of the game. The turn card instructions 4 will have a number on the card identifying the order of play.

Referring back to FIG. 2, the trader cards instruct the first trader of each turn. The trader card instructions 8 may come in a variety of different formats falling into three general categories: 1) taking an unopened item; 2) taking an item from another player; or 3) taking a turn card from another player.

Examples of trader card instructions 8 include, but not limited, to: open the largest remaining item; open the smallest remaining item; open the most unusual looking item; open the remaining package most likely wrapped by a guy; open or take the gift that was brought by the person to your right; open or take the gift that was brought by the person to your left; take an item or turn card from a person who is likely to be seen watching professional wrestling; take an item or turn card from the person most likely to appear on a beer commercial; take any item that has already been taken from another player; take an item or turn card from the person most likely to appear on “America's Most Wanted”; take an item or turn card from the person who lives farthest from your home; take an item or turn card from someone who looks or acts like your father; take an item or turn card from the person you would most like to date; take the last item that was taken from another player; take an item or turn card from someone of the opposite sex; take an item or turn card from the person who reminds you most of your favorite pet; take an item or turn card from the person who reminds you most of your favorite zoo animal; take an item or turn card from a person sporting a beard, mustache, or tattoo; take an item or turn card from someone on the opposite side of the room; take an item or turn card from the person you would most like to kiss; take an item or turn card from the person most likely to host a radio talk show; take an item or turn card from someone who looks most like your favorite celebrity; take an item or turn card from the person most likely to appear on a reality show; take an item or turn card from someone who would ride an elephant; take an item or turn card from someone who is wearing yellow or gold; take an item or turn card from the person most likely to date a rock star; take an item or turn card from someone wearing seasonal earrings; take an item or turn card from someone wearing blue; take an item or turn card from someone wearing red; take an item or turn card from the person who looks or acts most like your mother; take an item or turn card from the person most likely to become a priest, rabbi, or minister; trade for the item most likely to be found on an infomercial; take an item or turn card from the tallest person; take an item or turn card from the person you would most like to be with on a deserted island; take an item or turn card from the person you would least like to see in a swim suit; take an item or turn card from the person you would most like to share a canoe; take an item or turn card from the person you would most like to swap clothes; take an item or turn card from someone whose birthday is in the same month as yours; take an item or turn card from someone who plays a musical instrument; take an item or turn card from someone who wears glasses or contacts; take an item or turn card from someone who speaks more than one language; take an item or turn card from the youngest player; take an item or turn card from the person you would most like to see in a swimsuit; take an item or turn card from the person you've know the longest; take an item or turn card from the person most likely to be a model; take an item or turn card from the person who has the best singing voice; take an item or turn card from your best friend; take an item or turn card from the person you would most want to look like; take the item from the last player who opened one; take an item or turn card from the player 6 places to your right; take an item or turn card from the player 3 places to your left; take an item or turn card from the player 4 places to your right; take an item or turn card from the player 5 places to your left; take a turn card from the person holding the highest remaining number; close your eyes, spin three times, and point (with your eyes still closed) to find your trading partner; and toss this card over your shoulder and take an item or turn card from the person it lands nearest.

Referring back to FIG. 3, block cards provide players an opportunity to prevent a trader from taking their turn card or item. Examples of block card conditional markings 12 include, but not limited, to: You can block this trade if you juggle three objects for ten seconds; You can block this trade if you sing the first verse of “America the Beautiful”; You can block this trade if you whistle “Dixie”; You can block this trade if you impersonate a famous movie character; You can block this trade if you beat your chest and yell like Tarzan; You can block this trade if you impersonate someone in the room; You can block this trade if you balance on one foot longer than the Trader; You can block this trade if you hop on one foot ten times without falling over; You can block this trade if you stand on your head; You can block this trade if you rub your tummy, pat your head, and chatter like Tarzan's chimpanzee, “Cheetah”; You can block this trade if you dance the “Macarena;” You can block this trade if you dance the “Chicken” and crow like a rooster; You can block this trade if you impersonate a zoo animal of the Trader's choice; You can block this trade if you dance the “Cotton Eyed Joe” with the Trader; You can block this trade if you kiss the trader and say, “No!” 1920's mobster style; You can block this trade if you and the Trader, lost and under pigmy attack, converse in questions only with the 1st non question statement losing; You can block this trade if you touch your toes without bending your knees; You can block this trade if you sing a song about something the Trader is wearing and a zoo animal; You can block this trade if you walk around the room with a book balanced on your head; You can block this trade if you, alternating with the Trader, can name more states and their capitols; You can block this trade if you count to ten in two languages other than your native tongue; You can block this trade if you dance the “Hula” while balancing a book on your head; You can block this trade if you sing a love song to the Trader; You can block this trade if you sing a silly song about a monkey, a baby elephant, and your mom; You can block this trade if you alternating with the Trader, can name more US presidents; You can block this trade if you beat the Trader at “Rock, Paper, Scissors”; You can block this trade if you tell a funny story about someone in the room; You can block this trade if you Yodel; You can block this trade if you bark “Twinkle, Twinkle, Little Star”; You can block this trade if you whistle the “Andy Griffith Show” Theme Song; You can block this trade if you send the Trader to trade with the 4th player to your left; You can block this trade if you send the Trader to trade with the 5th player to your right; You can block this trade if you send the Trader to trade with the 6th player to your left; You can block this trade if you send the Trader to trade with the 7th player to your right; You can block this trade if you send the Trader to trade with any player of your choice; You can block this trade if you recite the alphabet backwards; You can block this trade if you tell an elephant joke; You can block this trade if you disclose your age and weight; You can block this trade if you balance a spoon on your nose; You can block this trade if you alternating with the Trader, can name more “Beatles” song titles; You can block this trade if you send the Trader to the 3rd person on your left; You can block this trade if you show the Trader a coin, from your own pocket or purse, minted prior to the Trader's birth year; You can block this trade if you chug a drink of your choice with an 8 oz minimum; You can block this trade if you keep a “Poker Face” (no smiling) longer than the Trader; You can block this trade if you name the gifts from “The 12 Days of Christmas” You can block this trade if you guess the Trader's shoe size; You can block this trade if you guess which gift the Trader brought; You can block this trade if you name five animals that begin with the last letter of the Trader's name; You can block this trade if you recite a nursery rhyme; You can block this trade if you name five “James Bond” movie titles; You can block this trade if you and the Trader converse in questions only about your wedding night with the first non-question statement losing; You can block this trade if you beat the Trader thumb wrestling; You can block this trade if you spell “Wild Trader Party” backwards; You can block this trade if you hold your breath for 30 seconds; You can block this trade if you touch your nose with your tongue; and You can block this trade if you raise each eye brow one at a time: RRLLRL R.

The host cards are blank cards that allow the host to create his or her own trader cards or block cards. The above listed examples of trader card instructions and block card conditional markings may be modified based on the age group, type of party, and/or theme.

Prior to beginning the game, a Ringmaster is selected and given the trader cards and block cards. The unclaimed items are placed in a central location visible to all players. In alternative embodiments, each player begins the game with an item in their possession. In another alternative embodiment, unclaimed items are to remain hidden in another room while the game is played. The Ringmaster distributes one turn card to each player being sure to not skip any numbers as listed on the turn card instructions 4. The Ringmaster instructs the players to keep the turn card instruction 4 secret.

The preferred order of play of this invention is described in reference to FIG. 4. The holder of the Turn card with the turn card instructions 4 listing “1” is the 1st “Trader” of the game. The trader gives the Turn Card to the Ringmaster. The Ringmaster selects a Trader Card and reads the trader card instructions 8 as disclosed in FIG. 2. The trader card instructions 8 require the Trader to take a turn card or a claimed item from another player as described in the trader card instructions 8 or take an unclaimed item as required by the trader card instructions 8. Once a player has possession of an item, the item becomes a claimed item. The trader card instructions 8 are the same or similar to the instructions disclosed herein. During the game the Ringmaster may substitute another card if the trader card instructions are not applicable to the player or players.

If the trader card instructions 8 require the player to take an unclaimed item, the turn ends. The player must keep the claimed item visible for the other players. The next turn begins with the next sequential turn card.

If the trader card instructions 8 require the Trader to take a turn card or a claimed item from a targeted player, the targeted player has two options. The targeted player may forfeit his turn card or claimed item, if any, to the Trader. In this option, the trader takes the claimed item or turn card and the targeted player continues the turn as the Trader.

The second option allows the targeted player to request a block card from the Ringmaster. The Ringmaster then selects a block card and reads the block card conditional markings 12. The block card conditional markings 12 may be in the form of instructions disclosed herein. Successful execution of the block card conditional markings 12 occurs when the trader defeats the targeted player, the trader successfully executes the block card conditional markings 12, or the targeted player unsuccessfully executes the block card conditional markings 12. Successful execution of the block card conditional markings 12 results in the Trader taking the targeted player's turn card or claimed item. The targeted player then continues the turn as the trader.

Unsuccessful execution of block card conditional markings 12 occurs when the targeted player defeats the trader, the targeted player successfully executes the block card conditional markings 12, or the Trader unsuccessfully executes the block card conditional markings 12. Unsuccessful execution of the block card conditional markings 12 results in the Trader continuing the turn as the trader and the targeted player retaining possession of the turn card or claimed item.

The player continuing on as Trader, from either the forfeiture of the turn card or claimed item, or upon execution of the block card conditional markings 12, has three options. The Trader may take, and open, an unclaimed item in which case the turn ends and a new turn begins with the next sequential turn card. A second option allows the Trader to take a claimed item or turn card from another player. In this option, the newly targeted player may forfeit the turn card or claimed item or request a block card. The cycle then repeats from that point. The third option of the trader is to request a new Trader Card from the Ringmaster. At that point, the turn continues as previously disclosed.

Players must keep their claimed item visible to all players at all times. Traders may inspect any claimed item before taking possession of it. Unclaimed items may be inspected, too. However, once a player starts to open an unclaimed item, the player must keep it.

Once a player has captured or successfully defended the same claimed item three times it may not be taken from the player (hereinafter “three times rule protection”). In this situation, if a trader card or block card directs a player to a protected player who has captured or successfully defended the same claimed item three times, the protected player may direct the trader to any unprotected player possessing an item. The trader must attempt to take the claimed item held by the unprotected player but a challenge through a Block Cards are allowed. If a protected player freely gives up a claimed item, the player must start anew to establish three times rule protection.

There are two methods in which the game may come to an end. According to one method, the game ends after all unclaimed items are claimed. In the alternative method, after all unclaimed items are claimed; the player who claimed the first item may return the claimed item to the center of the room, making the item unclaimed. If that player declines then the game is over. If the player who claimed the first item elects to return the item, that player may then attempt to take any claimed item from a targeted player that does not have three times rule protection. Play continues until a trader claims the remaining unclaimed item.

If game time is a factor, the Ringmaster or Host may set a time limit. Once the time limit has expired, each player holding a turn card chooses a remaining unclaimed item. The lowest numbered turn card goes first and once all items are claimed the game is over.

The preferred method for the item exchange and trader game is ideal for use at baby showers, birthdays, bridal showers, business offices, business training, education, and promotion, casinos and gaming centers, cities, regions, states, nationalities, community associations, conventions, co-ops, counseling groups and applications, court offices, customer appreciation parties, cruise ships/river boats, dental offices, education and training, fantasy trading games, festivals, fire department/emergency response offices, government agencies, law enforcement, medical offices, motion picture themes, military, national/state parks, non-profit organizations, public and private schools, research centers, religious themes, education, and training, resorts, retreat centers, sports teams & events, tailgater parties, theme parks, youth organizations, weddings, formatting the game for multi-level competition including, but not limited to, local, regional, state, and national events, formatting the game for television or movie applications such as a televised game show, and international applications of all of the above.

The present method is described in terms of a preferred method. Those skilled in the art will recognize that yet other alternative methods of such a game may be used in carrying out the present method. Other aspects, features, and advantages of the present invention may be obtained from a study of this disclosure and the drawings, along with the appended claims. 

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 5. An apparatus for playing an item exchange game with at least three opposing players and a plurality of items to be exchanged, using at least a set of turn cards, a set of trader cards and a set of block cards, each card within said set of turn cards having a turn card marking indicating a unique relative priority within the set of turn cards, each card of said set of trader cards having instructional markings selected from the group consisting of claiming an item and claiming a turn card of an opposing player; and each card of said set of block cards having conditional markings required to block an opposing player from using a trader card to claim said player's turn card or claimed item.
 6. The apparatus of claim 1 wherein said item is claimed by a player.
 7. The apparatus of claim 1 wherein said item is unclaimed by a player.
 8. The apparatus of claim 1 wherein said cards are electronic devices.
 9. The apparatus of claim 1 wherein said turn cards are dealt face down.
 10. The apparatus of claim 1 wherein said turn card marking indicating a unique relative priority establishes the order of said least three opposing players.
 11. The apparatus of claim 3 wherein said unclaimed items are disguised.
 12. The apparatus of claim 3 wherein said unclaimed items are not visible to players.
 13. The apparatus of claim 1 wherein said opposing players is equal to the said plurality of items.
 14. A method of playing an item exchange game with a first player and at least three opposing players and a plurality of items to be exchanged, using at least a set of turn cards, a set of trader cards and a set of block cards, each card within said set of turn cards having a turn card marking indicating a unique relative priority within the set of turn cards, each card of said set of trader cards having instructional markings selected from the group consisting of claiming an item, wherein item is claimed or unclaimed, and claiming a turn card of an opposing player; and each card of said set of block cards having conditional markings required to block an opposing player from using a trader card to claim a turn card or an item, the method comprising: a. said first player receiving a turn card from said set of turn cards; b. said first player obtaining a trader card from said set of trader cards; c. if the obtained trader card indicates to take an unclaimed item, then said first player following the instructional markings on the obtained trader card; d. if the obtained trader card indicates to take a turn card or item from a first opposing player, then said first player following the instructional markings on the obtained trader card unless the first opposing player requests a block card from the set of block cards and the conditional markings on the received block card are successfully executed by said first player; e. if a second opposing player requests said first player's turn card or claimed item, then said first player selecting an action from the group of actions consisting of forfeiting the requested turn card; forfeiting the requested claimed item; and requesting a block card; f. if a block card is requested, then determining whether the conditional markings on the received block card are unsuccessfully executed by said first player; g. if the conditional markings on the received block card are unsuccessfully executed; then said first player taking a second turn card or second claimed item from a third opposing player; requesting a second trader card from said set of trader cards and repeating step (c); or taking an item not claimed by another player and repeating step (b); h. if the third opposing player unsuccessfully executes, then said first player doing nothing.
 15. The method of claim 10 wherein said first and third opposing player are the same opposing player.
 16. The method of claim 10 wherein said opposing player may not lose possession of said claimed item if said player successfully executes the conditional markings of the block card three times. 